Death Smiles 2 [Cave 2009]
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GaijinPunch
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When I said "ripping the ass out of it" I meant they're destroying it. The game is (apparently) quite easy. Of course, people cleared DS on the first 2nd and 3rd tries a lot as well, but that was w/o doing it at full rank.
I went to Shibuya the other day to look for this, and 3 of the 5 major arcades don't have it. The only other two I can think of would be Club Sega or Gigo, but they likely don't either. This is the first Cave release in ages to not appear at Shibuya Kaikan.
I went to Shibuya the other day to look for this, and 3 of the 5 major arcades don't have it. The only other two I can think of would be Club Sega or Gigo, but they likely don't either. This is the first Cave release in ages to not appear at Shibuya Kaikan.
RegalSin wrote:New PowerPuff Girls. They all have evil pornstart eyelashes.
Just look at the stage select screen. There's like a temple and a mountain, and a whole bunch of areas that look like they should be stages.
And yes, it most definitely does say "to be continued". I'm pretty sure a bunch of new content will somehow show itself, and it will include stages that are much more difficult.
And I take back what I said about it being more difficult that DS1. I was comparing it to DS1 on level 1 difficulty, because I assumed that I was also playing DS2 on level1 difficulty, and that a way would be revealed to increase the difficulty of DS2 (seriously, the game is so bare, there's simply gotta be more to it). But yeah, as it stands now, it's a really easy game.
And yes, it most definitely does say "to be continued". I'm pretty sure a bunch of new content will somehow show itself, and it will include stages that are much more difficult.
And I take back what I said about it being more difficult that DS1. I was comparing it to DS1 on level 1 difficulty, because I assumed that I was also playing DS2 on level1 difficulty, and that a way would be revealed to increase the difficulty of DS2 (seriously, the game is so bare, there's simply gotta be more to it). But yeah, as it stands now, it's a really easy game.
I don't think anyone is denying that there are more stages, but it's more the fact that they're not available from the start that's ridiculous. And considering how people are tearing the game up already, it would appear that how well the player does is not the determining factor to unlocking these new stages like it should be; it's starting to look like it's going to be some bunk code or time release feature.Mad Mage wrote:Just look at the stage select screen. There's like a temple and a mountain, and a whole bunch of areas that look like they should be stages.
And yes, it most definitely does say "to be continued". I'm pretty sure a bunch of new content will somehow show itself, and it will include stages that are much more difficult.
At any rate, there will probably be a 1.5 version in the coming months after Cave sees the less than ideal response the game is getting.
DLC, confirmed!NTSC-J wrote:I don't think anyone is denying that there are more stages, but it's more the fact that they're not available from the start that's ridiculous. And considering how people are tearing the game up already, it would appear that how well the player does is not the determining factor to unlocking these new stages like it should be; it's starting to look like it's going to be some bunk code or time release feature.

"Please deposit an additional 500 Yen to play more stages."
I'm sill shocked that cave fell so far for this one. We all have are favorite likes and dislikes for cave titles but this seems so below the average for them.
I hope they improve as time goes on. After seeing DS on 360, it shows that the only thing they did not have hi res was the backgrounds. The only thing they'd have to do is start drawing them in hi-res from now on and I'd be happy and the results would be far more attractive.
I'm ok with 3D... just not crappy 3D like this.
I hope they improve as time goes on. After seeing DS on 360, it shows that the only thing they did not have hi res was the backgrounds. The only thing they'd have to do is start drawing them in hi-res from now on and I'd be happy and the results would be far more attractive.
I'm ok with 3D... just not crappy 3D like this.
Damn Tim, you know there are quite a few Americans out there who still lives in tents due to this shitty economy, and you're dropping loads on a single game which only last 20 min. Do you think it's fair? How much did you spend this time?
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GaijinPunch
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I wish Cave would take a hint from Arc systems, as Blazeblue looks incredible in hires on the Type X2. Limit the 3D to just background moving parts, with the rest of the sprites in hires 2D.Strider77 wrote: I hope they improve as time goes on. After seeing DS on 360, it shows that the only thing they did not have hi res was the backgrounds. The only thing they'd have to do is start drawing them in hi-res from now on and I'd be happy and the results would be far more attractive.
I'm ok with 3D... just not crappy 3D like this.
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GaijinPunch
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Hires or HD? BlazBlue is the latter, no?I wish Cave would take a hint from Arc systems, as Blazeblue looks incredible in hires on the Type X2. Limit the 3D to just background moving parts, with the rest of the sprites in hires 2D.
RegalSin wrote:New PowerPuff Girls. They all have evil pornstart eyelashes.
...though if it is on Taito Type X2, it should also have a hi-res mode (31kHz) - much as the original Type X was high res, with a low res mode. I don't own BlazBlue, so can't comment for certain whether that game supports it.P_HAT wrote:BlazBlue is HD
"TO THE untrained eye Christian Cooper might have been stamping out a small fire " - The Times, 7th Feb, 2004
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It outputs either the HD res or 480p. It looks OKAY in 480p although it definitely looks muddy like that.Chi_Ryu wrote:...though if it is on Taito Type X2, it should also have a hi-res mode (31kHz) - much as the original Type X was high res, with a low res mode. I don't own BlazBlue, so can't comment for certain whether that game supports it.P_HAT wrote:BlazBlue is HD
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GaijinPunch
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If they were serious about HD ports, they would've chosen different (apparently) hardware for their arcade games. They're either losing interest in the arcades, or want the ports to be upgrades. If they were looking for some unity, they're stupid. Unless the hardware does support HD.Dave_K. wrote:Oops, yeah I mean HD, since that is where Cave is heading with its XB360 ports. But 31khz support would also be nice for those of us without LCD cabs.
RegalSin wrote:New PowerPuff Girls. They all have evil pornstart eyelashes.
So is this shitty hardware capable of HD or not? Or better asked can the operator switch it to HD? Btw. is DS2 16:9 or 4:3? If they really have ports in mind it def. should be 16:9. 4:3 in todays times makes no sense at all.GaijinPunch wrote:If they were serious about HD ports, they would've chosen different (apparently) hardware for their arcade games. They're either losing interest in the arcades, or want the ports to be upgrades. If they were looking for some unity, they're stupid. Unless the hardware does support HD.Dave_K. wrote:Oops, yeah I mean HD, since that is where Cave is heading with its XB360 ports. But 31khz support would also be nice for those of us without LCD cabs.
The future is 2D
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E. Randy Dupre
- Posts: 954
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If Cave think they can sell Death Smiles 2 off reputation, I don't think it's going to work.GaijinPunch wrote:Those characters had way bigger tits... and every Otomedius cab (dedciated cab, mind you) had a MASSIVE poster so nobody would miss them.Elixir wrote:Worked for Otomedius.
Ketsui 2 would sell off hype and reputation, but the expectation is so high that I doubt they'll even bother.
Last edited by Elixir on Tue May 19, 2009 11:27 pm, edited 1 time in total.
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GaijinPunch
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I agree, I can't speak for the gameplay of blazeblue but the visuals are dead on in the backgrounds.I wish Cave would take a hint from Arc systems, as Blazeblue looks incredible in hires on the Type X2. Limit the 3D to just background moving parts, with the rest of the sprites in hires 2D.
Damn Tim, you know there are quite a few Americans out there who still lives in tents due to this shitty economy, and you're dropping loads on a single game which only last 20 min. Do you think it's fair? How much did you spend this time?
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GaijinPunch
- Posts: 15872
- Joined: Mon Jan 31, 2005 11:22 pm
- Location: San Fransicso
Well Ok, but is DS designed around 4:3? I don't think so. It will work in 16:9 too. My guess is, it will even work better, as you have more space at the sides. This goes for most horis...E. Randy Dupre wrote:It makes plenty of sense if your gameplay is designed around a 4:3 setup.
Isn't his crap designed for 16:9? Or are you referring to the series itself? The series is tate anyways and was in this case just abused for being more home friendly. If you do it right even verts should work out on 16:9, won't be easy though...Just ask 1942: Joint Strike.
The future is 2D
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I have no idea about the hardware but found the game to play today so gave it a few blasts to see how it was.
I enjoyed the first game but after seeing vids of this one was a bit dubious but wanted to try it anyway. Firstly the artstyle is terrible compared to the first one which I thought looked quite cool and consistent. but some of the creatures and bosses (particularly stage 4's giant zombie) look ridiculously bad. Also the collectables look really dull compared the the brightness of the first game.
As for the gameplay it basically plays pretty similarly to the first game in style, although I noticed some players using the "both fire buttons" to make a circle lock on to enemies and create huge multiplier bonuses, but I couldn't pull it off effectively so there seems to be a new scoring system hidden in there. The 1000 points works similarly to the first game although you seem to get less point items when activated. The multiplier again has a maximum of 10000. The first stage is compulsory, then you get to choose between stages B, C or D. After completing the 4 stages you just get an ending, which made it look to me like an incomplete test version without a final stage... Also only 2 characters playable initially, Windia and a new girl, but I only played as the latter.
It didn't seem as easy as it initally looked, and some of the bosses have interesting bullet patterns, although I am far from a great SHMUP player (for example taking all 3s on Death Smiles 1 I've only managed to get up to the 6th stage (in my case volcano (on death mode)). I saw it 1CC'd but only got through 2 stages on my best attempt (A,B,C if anyone cares). The gameplay feels familiar, but some enemy patterns feel faster, and a little more dangerous in the speed of swtiching sides on attack patterns. As mentioned the difficulty select option is absent.
Overall I think the art style in game is disappointing as it loses most of the first game's charm, but the gameplay felt ok, albeit something felt "missing". The intermission screens were pretty enough. So not a bad game, but it felt a bit lacking, but I'll give it another try and see if I can figure out the scoring system with the "ring".
I found the game at the Sega Centre in Namba, Osaka if anyone cares to try it out.
Any questions feel free to ask, and I will probably give it another go next week.
I enjoyed the first game but after seeing vids of this one was a bit dubious but wanted to try it anyway. Firstly the artstyle is terrible compared to the first one which I thought looked quite cool and consistent. but some of the creatures and bosses (particularly stage 4's giant zombie) look ridiculously bad. Also the collectables look really dull compared the the brightness of the first game.
As for the gameplay it basically plays pretty similarly to the first game in style, although I noticed some players using the "both fire buttons" to make a circle lock on to enemies and create huge multiplier bonuses, but I couldn't pull it off effectively so there seems to be a new scoring system hidden in there. The 1000 points works similarly to the first game although you seem to get less point items when activated. The multiplier again has a maximum of 10000. The first stage is compulsory, then you get to choose between stages B, C or D. After completing the 4 stages you just get an ending, which made it look to me like an incomplete test version without a final stage... Also only 2 characters playable initially, Windia and a new girl, but I only played as the latter.
It didn't seem as easy as it initally looked, and some of the bosses have interesting bullet patterns, although I am far from a great SHMUP player (for example taking all 3s on Death Smiles 1 I've only managed to get up to the 6th stage (in my case volcano (on death mode)). I saw it 1CC'd but only got through 2 stages on my best attempt (A,B,C if anyone cares). The gameplay feels familiar, but some enemy patterns feel faster, and a little more dangerous in the speed of swtiching sides on attack patterns. As mentioned the difficulty select option is absent.
Overall I think the art style in game is disappointing as it loses most of the first game's charm, but the gameplay felt ok, albeit something felt "missing". The intermission screens were pretty enough. So not a bad game, but it felt a bit lacking, but I'll give it another try and see if I can figure out the scoring system with the "ring".
I found the game at the Sega Centre in Namba, Osaka if anyone cares to try it out.
Any questions feel free to ask, and I will probably give it another go next week.
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GaijinPunch
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You don't think very hard then. The game is clearly 4:3.THE wrote:Well Ok, but is DS designed around 4:3? I don't think so.E. Randy Dupre wrote:It makes plenty of sense if your gameplay is designed around a 4:3 setup.
Think again. The nature of the way we view things horizontally has always been a hardship for STG developers. This is why Toaplan/Cave almost always stuck to tate screen orientation. They've mentioned this many times. Not impossible, of course.My guess is, it will even work better, as you have more space at the sides. This goes for most horis...
RegalSin wrote:New PowerPuff Girls. They all have evil pornstart eyelashes.
Of course it is 4:3. But the concept itself is IMO not limited to 4:3. It could work out in 16:9 too. Of course not 1:1, there will be changes needed as there is more space to move/longer distances etc.pp. But the core mechanic should work in 16:9.GaijinPunch wrote:
You don't think very hard then. The game is clearly 4:3.
To my knowledge humans have a more expanded view angle horizontally than vertically. Though it shouldn't be harder to make horis at the first place. I rather see Toaplan/Cave having problems realizing their style of game in horis. Which is difficult indeed. I love Toaplan, but I consider their horis crap...GaijinPunch wrote:Think again. The nature of the way we view things horizontally has always been a hardship for STG developers. This is why Toaplan/Cave almost always stuck to tate screen orientation. They've mentioned this many times. Not impossible, of course.My guess is, it will even work better, as you have more space at the sides. This goes for most horis...
The future is 2D
the hardware.. anyone got info?
I'm just guessing/making stuff up, but what if it is PC-based but a cheap weak all in one type of deal? It could be that they used some of the code from their Xbox 360 work somehow.. It could also be that it is PC-based and the reason for doing the lease thing with arcade operators is so they eventually get a portion of the units back from arcades which they can then reuse for their next game, saving some money.
I'm just guessing/making stuff up, but what if it is PC-based but a cheap weak all in one type of deal? It could be that they used some of the code from their Xbox 360 work somehow.. It could also be that it is PC-based and the reason for doing the lease thing with arcade operators is so they eventually get a portion of the units back from arcades which they can then reuse for their next game, saving some money.